27 UFUNCTION(BlueprintCallable, Category=
"Weapons")
28 virtual
void WeaponDroppedEvent(const
FWeaponData_T& DroppedWeaponData) = 0;
29 UFUNCTION(BlueprintCallable, Category="Weapons")
30 virtual
void AddImpulseToWeapon(const FVector& Impulse, const FName& BoneName = NAME_None, const
bool bVelChange = false) = 0;